You do hear that that night, several adventuring parties who have returned from the necropolis will gather at the Tooth and Hookah, which is of course, where you have rented the upper floor suite for yourselves. They are looking to celebrate their victories, mourn their losses, and share their experiences with those few others who have also gone in and returned.
[Gameplay] 2. The House of Pentheru
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You do hear that that night, several adventuring parties who have returned from the necropolis will gather at the Tooth and Hookah, which is of course, where you have rented the upper floor suite for yourselves. They are looking to celebrate their victories, mourn their losses, and share their experiences with those few others who have also gone in and returned.
The paladin keeps his drinking to a slow crawl, but keeps a tankard at hand to match the others. "What say we head to the common area in a bit and hear how the other groups did today?"
A beer or two can certainly help me to relax and concentrate.
Jaware goes to the mess hall and after more than a couple of pints he is singing out loud and playing dice with the other costumers.
The Cryptfinders are arriving and their Absalomi leader is bringing a tray of wine for his team: a Chelish tough, a Nexian, and a Qadiran.
A few other tables are populated by middle class merchants, fans of the event and appear to be betting on the outcomes.
"Greetings, Cryptfinders!" he says, "By the fullness of your table, I hope to hear your group fared well today? Everyone come out unscathed and wealthy?"
I don't know if they fared well, but we sure did it. A toast to us, the Destined Delvers!
Velriana is a Taldan, a human, and probably a mage by the look of her. With her are two male humans, Osirians, and a female half-elf woman-at-arms. One of the men is a cleric of Nethys, by his symbol. They all look disappointed at the events, and order much wine to drown their disappointments.
Velriana is a Taldan, a human, and probably a mage by the look of her. With her are two male humans, Osirians, and a female half-elf woman-at-arms. One of the men is a cleric of Nethys, by his symbol. They all look disappointed at the events, and order much wine to drown their disappointments.
'Why should we rely solely on luck? After all, there is no rule explicitly prohibiting the negotiation of places to be explored. We should try to figure out which location they want to explore, so we have the option to trade if it's to our advantage. What's more, they said they would be entitled to the location they want. Maybe they really do. It may be the resting place of an ancient distant ancestor and they want to keep the place from being despoiled by disrespectful adventurers. What do you think?'
She sighs and rubs the bridge of her nose. If we do somehow end up with location they want, we could offer to trade for the valuables in, and to be respectful. Better that or lose a hand or worse for breaking rules. The temple does not wish for this event to happen, I doubt those who break the rules will get off lightly. '
She suddenly grins and takes a swig of beer ' As for why to rely on luck? More fun that way no? '
'I didn't say we should make the trade, just that we should try to find out what they want. One of the reasons you just pointed out. It may be that the lottery smiles to us and when we sell our discoveries we will already know someone who will be willing to pay a good price for some items. '
He then ponders:
'Besides, these people seem to be pretty upset about what happened. What could they do if they are not drawn? Maybe ignore the lottery and go explore the place they want anyway?'
'Anyway if they choose to ignore the rules, we'll that's between the, the guard and whoever site it is. ' Khadi shrugs. 'I suspect our luck has run out and we are onto brothels and minor buildings. If we do get what they want then yes we should make a deal. With how loud they are complaining we will likely learn the site of their dreams by the end of the night.
"More wine!" he shouts, gleefully.
"So, what do you all hope to get out of this?" he asks, "beyond just the chance for money, I mean."
"I’m really in for the money, but money has a different meaning to me. My family is from Sothis and we have deep pockets. I left my house to prove to myself that I could fare for my own. Financial success is a symbol of independence to me."
She comes to your table last, and asks the same.
"Although we easily dispatched the nest of zombies in the brothel’s basement and even managed to recover a few minor treasures from the site, we are disappointed with our first foray."
As Velriana aproaches and tabat abat is very blunt, the cleric is torn between kicking him under the table and patting him on the back. I the end she settles for tapping him with a foot and trying to shoot a look to at least not show own disdain for the groups 'claim', at least not till they had more info.
'And here I was joking about people getting a brothel. Well their are still two more sites, maybe Pharasma is saving the best for last for you. Do not lose hope friends, we have seen luck and hopefully you will as well.' She deliberately doesn't broach the idea of them having a claim of the site. If they had nearly had an argument with one of their own team members about it, speaking to them about it directly would likely cause a scene.
"Although we easily dispatched the nest of zombies in the brothel’s basement and even managed to recover a few minor treasures from the site, we are disappointed with our first foray."
He stands and raises his glass, his height easily allowing him to stand out in the room, "A toast!" He waits for the din to quiet. "To the Scorched Hand, their swift dispatch of evil, and to better fortunes for us all on the morrow!"
Perhaps it would be interesting if each group tells about their adventures on that first day of exploration.
Let me get started and if anyone wants to add their details feel free to do it.
We explored a general's tomb. Lots of constructs, magically animated objects and insects. Luckily we have a valiant paladin to crush these dangerous creatures. In addition, we have the support of an experienced trapfinder who saved us from a deadly trap. The treasures were good and the adventure profitable. We have recovered a beautiful battle chariot that will certainly make a beautiful addition to the living room of a wealthy merchant or aristocrat.
When the stories break out, the other crews add in their own tales of win and woe.
The Dog Soldiers, halflings with a pack of fighting dogs, say they were sent to explore a tannery, where they lost half their dogs to a gelatinous cube! Their hard drinking leader, Mad Dog, shows off a magic sword they found within the cube after they defeated it, although he is obviously broken up over losing the dogs. "I'd sell the sword for the right coin. We need to buy more dogs."
Falto, the leader of the Cryptfinders, says, "We were assigned the tomb of an important government official. We defeated a mummy and let's just say while the battle was fierce, the rewards were well worth it." He nods with some self-satisfaction. Most of you can tell that he's just made up all of that and that they're drinking cheap wine.
The Daughters of the Desert offer a tale next. Sigrun Firehair has been making notes as to everyone's stories. When it is their turn, Sigrun, a born storyteller tells a stirring story of how the went to the house of a wealthy pawnbroker. Despite her zeal for story that has listeners breathless from suspense, it turns out that there were traps, but little else. As to treasure, "We hope to do better with the next one," is all she admits.
The last table, the Sand Scorpions are furtive and offer nothing.
As there is talk of fighting a mummy a look of mischief crosses the duskwalkers face. As everyone finishes up their tales she gives a wink to the rest of the group, before walking over to Falto and the Cryptfinders, claiming the nearest spare seat. 'A mummy hey? You all must be very brave, not to mention strong.
Rolls
Knowledge Religion - (d20+10)
(14) + 10 = 24
He had a feeling he would see a familiar face in the tavern. As he walked through the tables with names written on it, he was about to lose his hope, making his way around the drinking and talking and shouting men and women of many origins. That moment he recognized someone.
"Khadi, my dear!" he shouted as he started walking toward their table. His voice was firm and loud, a confident man he was, mostly becasue of wrong reasons. Oh, dear Khadi. he thinks. How much time has passed since you saved my butt? Khadi was neither a prominent nor a subsistent presence in his life, though meeting with her was one of the most pleasant moments in his life as the incident established his belief in his immense luck. He felt a great joy to finally grasp this place, having a connection to it, albeit small. He takes a chair from a nearby table and without asking for permission, he just pulls it to Khadi's table and sits down.
"Remember me? I'm Abenor, that little prick you saved millions of years ago!"
The name and mention of it being a while ago places it though and she lets out a grin. Ah come now, all I did was bring you back to my fathers, they did most the work. Though if you insist on paying me back I'll take an ale. She winks indicating the tease. She had only left the city once, while she was still an adolescent. Medr had personally needed to see to the collection of specialist materials, and Robel didn't want to risk him going unguarded, so she had also been brought along. Even though it was before she had found Khepri the trip proved she was already good at finding trouble, having run into Abenor.
'What brings you to my neck of the woods? The lottery? Have you fared well? My new friends were about to give a lesson on fighting mummys.' She gestures towards the Cryptfinders even as she signals for another round. 'And over there you will see the rest of my group The Destined Delver's, no doubt missing me already. She waves over to the rest of the group.
'Still up to the rest, on whether someone new can join. Its a group decision, as much as Ol Bernard thinks he's in charge... I'll be back to talk mummy's later guys.'' She winks at the cryptfinders, before guiding Abenor over to the rest.
'Friends, meet Abenor, an old acquaintance of mine, who is looking for a group. I for one am always up having an extra person between me and danger, but we are of course a team. Her tone as always is light and jovial.
As Iseret's level-headedness questions the man, Tabat narrows his gaze, "Hmm...fair question, Iseret. What skills could you lend us, exactly?"
"May I at first learn your name beautiful lady?" he asks.
Oops! This one is getting ahead. I have to drink a little more before I start climbing on the table to dance and sing.
Hearing the challenge he finally understands the situation.
I must say that this friend of yours has arrived in good time, Khadi. Our mage and employer being cursed will need some time to try to resolve this issue. Furthermore, the elf swordsman also seems to have given up exploring the tombs with us after the water trap.
Falto
For the damage, I have +2 from Power Attack and +1 from my weapon because it is a masterwork. In the rulebook I'm reading that on melee attack I add my Str modifier to the damage roll, which is 0. That makes it +3 damage bonus.
Edit: So I cannot change the dice but right now my attack result is 20 and damage result is 4. Adding the required checks as well.
Rolls
Attack roll - (1d20+4)
(15) + 4 = 19
Damage roll - (1d6+3)
(2) + 3 = 5
Initiative - (1d20+3)
(6) + 3 = 9
Acrobatics - (1d20+3)
(5) + 3 = 8
And an Athletics or Acrobatics check? (This is purely for scene setting)
You separate once more and prepare for another pass.
You're up!
Rolls
Falto Initiative - (1d20+2)
(4) + 2 = 6
Attack and damage - (1d20+3, 1d6+1)
1d20+3 : (7) + 3 = 10
1d6+1 : (1) + 1 = 2
Acrobatics - (1d20+5)
(11) + 5 = 16
Rolls
Attack Roll - (1d20+5)
(2) + 5 = 7
Damage Roll - (1d6+2)
(4) + 2 = 6
Acroobatics - (1d20+3)
(15) + 3 = 18
He scrambles to his feet, and asks a Sand Scorpion to blow on his rapier for good luck, but she just scowls.
Abenor!
Rolls
Acrobatics - (1d20+5)
(15) + 5 = 20
Attack and damage - (1d20+3, 1d6+1)
1d20+3 : (7) + 3 = 10
1d6+1 : (5) + 1 = 6
Rolls
Attack Roll - (1d20+5)
(3) + 5 = 8
Damage Roll - (1d6+2)
(3) + 2 = 5
You can also use Bluff to feint in combat, causing your opponent to be denied his Dexterity bonus to his AC against your next attack. The DC of this check is equal to 10 + your opponent’s base attack bonus + your opponent’s Wisdom modifier. If your opponent is trained in Sense Motive, the DC is instead equal to 10 + your opponent’s Sense Motive bonus, if higher. For more information on feinting in combat, see Combat.
Action: Feinting in combat is a standard action.
Retry? Yes. You can attempt to feint against someone again if you fail.
Falto flourishes his weapon, but is watching your waist so sees your tell. As you lunge at him, he slaps your blade to the side and extends to a full riposte. His rapier touches into your chest, but its at the full length and doesn't show as a killing move.
Your turn !
Rolls
Acrobatics - (1d20+5)
(8) + 5 = 13
Attack and damage - (1d20+3, 1d6+1)
1d20+3 : (19) + 3 = 22
1d6+1 : (2) + 1 = 3
Rolls
Attack Roll - (1d20+5)
(17) + 5 = 22
Damage Roll - (1d6+2)
(3) + 2 = 5
Feint in combat (Bluff) - (1d20+1)
(2) + 1 = 3
The patrons of the Tooth and Hookah go mad, screaming in excitement and laughing at their betting wins, or acknowledging their losses without care.
"You see, friends," he says with confidence. "This is just a mere friendly fight. Once we find ourselves in a situation of kill or get killed, you'll see a lot more effort than this." He then toasts the beer Falto bought for them and shouts "To friendship! To adventure!"
She goes to approach both men. 'Good show both of you! Any bruises that need tending? You both need strentgh tomorrow, if there are even more mummy's out there. I'm promise I'm sober enough to bandage. Probably.
Should we continue to the next lottery, or play out this scene a bit more?
Entering the Necropolis, you carefully make your way to the estate, and although you see signs of shine activity, you are not accosted during the journey.
Sandstone walls ten feet high enclose this estate, affording those who once lived inside some privacy. A two-story stone house is visible beyond the walls, adjoining the rear wall of the property. In the center of the estate’s southern wall stands a pair of tarnished bronze gates hanging partially open. A pair of statues flanks the gate. Dusty hieroglyphs are carved into the wall at eye level to the left of the gate.
The hieroglyphs read "House of Pentheru" in Ancient Osiriani. The statues depict two men with a regal bearing and dressed in loose, short robes and traditional Osirian head cloths. Several of you see small hieroglyphs on the statues’ bases that identify the figures as Pentheru the Elder and Pentheru the Younger.
The bronze gates are decrepit and appear to have been broken open long ago. There is no means to secure them, and they would not stand much punishment
Rolls
Secret Roll
Jaware detect the magic? - (1d20)
(14) = 14
At the mentioned if necromantic energies her hand moves swiftly up to the beetle symbol around her neck. ' Well maybe I will finally be of use.. I still vote Tabat goes first'.
Jaware then turns to Khadi:
I have detect that the necromancer magic comes from the inner courtyard. Not powerful, but active.
He muses at Khadi's comment on their luck. "You're not wrong there. The tomb was a stroke of fortune, but this-" he gestures with his free hand- "proves to be more of the same, or better. This was not the home of those with low means."
At Jaware's mention of necromantic energy, Tabat slides his hand unconsciously to his scabbard and rests his fingers on the handle of his khopesh. "Let us hope the presence here is but a remnant of past evil, but if we must cleanse this place, we should be ready."
He traces his fingers along the hieroglyphs at the gate entrance before stepping forward past the gate entrance.
Rolls
Will Save - (1d20+5)
(15) + 5 = 20
Rolls
Will - (D20+6)
(10) + 6 = 16
Religion - (D20+10)
(4) + 10 = 14
Great start! Now he'll probably run off from the scene lol
Rolls
Will Save - (1d20+2)
(2) + 2 = 4
Abenor, however, perhaps owing to it being his first foray into the necropolis, is unsettled by the apparition. He's shaken for one round.
Great start! Now he'll probably run off from the scene lol
As she speaks Khadi walks through the gates to lead by example.
Rolls
Will save - (1d20+1)
(13) + 1 = 14
The front courtyard has gates to either side (left and right) leading to further outdoor areas of the estate, but also a pair of double doors leading into the house.
Which way do you go? Normally, first to post wins, but I'll wait a couple hours to let any discussion happen.
You pass through the gate on the right. A spacious yard fills the compound east of the house. To the east, several small outbuildings have been built right into the compound's outer wall. A well stands tween two of these outbuildings, opposite a stone table, and benches that sit in the shadow of the house. To the west side, two sets of steps, both flanked by columns, lead up to doors into the main house. To the northwest, an open doorway leads into an extension of the house, next to a small structure with a domed roof.
Jaware and Isret hear something as you approach. The sound of breathing. It awakes, whatever it is, hidden within the outbuilding.
Initiative checks, please. Actually, I'll roll those.
A black-furred, two-headed dog as large as a horse with midnight-black eyes and tiny worms crawling on its mangy hide, darts out, snapping and snarling viciously at Tabat. It hits for 3 damage. Tabat needs to make a Fortitude save (DC 12).
Everyone can act.
Rolls
Secret Roll
Initiative checks: Tabat, Khadi, Jaware, Iseret, Abenor, Foe - (6d20)
(5121481318) = 70
Bite attack - (1d20+4, 1d8+1)
1d20+4 : (16) + 4 = 20
1d8+1 : (2) + 1 = 3
Rolls
Stealth - (1d20+12)
(7) + 12 = 19
Sneak attack - (1d20+5, 1d4+1d6)
1d20+5 : (5) + 5 = 10
1d4+1d6 : (2) + (4) = 6
Rolls
Power Attack vs Enemy - (1d20+6)
(1) + 6 = 7
Damage - (1d8+4)
(2) + 4 = 6
Fort Save vs DC 12 - (1d20+8)
(11) + 8 = 19
Rolls
Attack roll (power attack) - (1d20+4)
(10) + 4 = 14
Shortsword damage roll (if hits) - (1d6+2)
(2) + 2 = 4
Rolls
Knowledge religion or planes - (D20+7)
(6) + 7 = 13
Source
Rolls
Knowledge (nature) - (1d20+1)
(7) + 1 = 8
Isret sneaks in behind, opposite Tabat and Khadi, and very nearly gets a solid attack in, but just shave is instead.
Abenor's strike hits the dog, tearing it's mangy, worm-ridden pelt with his short sword.
Rolls
Jaware attack, damage, Ray of Frost damage - (1d20+7, 1d8, 1d3)
1d20+7 : (7) + 7 = 14
1d8 : (4) = 4
1d3 : (1) = 1
Jaware Knowledge - (1d20+8)
(9) + 8 = 17
Death Dog
All of you are up. Attack in whatever order you post.
Rolls
Death Dog v Tabat - (1d20+4, 1d8+1)
1d20+4 : (9) + 4 = 13
1d8+1 : (6) + 1 = 7
Death Dog v Khadi - (1d20+4, 1d8+1)
1d20+4 : (4) + 4 = 8
1d8+1 : (3) + 1 = 4
Rolls
Power Attack vs Death Dog - (1d20+6)
(2) + 6 = 8
Damage - (1d8+4)
(4) + 4 = 8
Rolls
Sneak Attack (now with 100% more flanking!) - (1d20+5, 1d4+1d6)
1d20+5 : (5) + 5 = 10
1d4+1d6 : (4) + (5) = 9
Rolls
Attack roll (with power attack) - (1d20+4)
(9) + 4 = 13
Shortsword damage - (1d6+2)
(3) + 2 = 5
Die monstruos aberration!
Rolls
Longbow attack (Deadly Aim) - (1d20+4)
(16) + 4 = 20
Longbow Attack (Deadly Aim and Spell strike - (1d20+4)
(7) + 4 = 11
Longbow Dmg (Deadly Aim) - (1d8+2)
(1) + 2 = 3
Londbow Dmg (Deadly Aim) + Ray of frost - (1d8+2, 1d3)
1d8+2 : (6) + 2 = 8
1d3 : (2) = 2
As she takes up her new position she pats Tabat on the shoulder. 'You got this'. The dung beetle around her neck glows as if in agreement, as a small portion of magic flows to the paladin.
5ft stepping out of danger, hopefully, then casting guidance on Tabat for a +1 to hit
+5 = +4 Dex +1 BAB +1 Weapon Focus Bows -1 Deadly Aim
+5 = +4 Dex +1 BAB +1 Weapon Focus Bows -1 Deadly Aim
But I usually use Spellcombat + Spellstrike, so it is -2 to shot a additional arrow. +4 total. I think that is what confused you.
All right, everybody gets another go. It's wounded badly but will fight to the death.
Rolls
Dog on Tabat - (1d20+4, 1d8+1)
1d20+4 : (3) + 4 = 7
1d8+1 : (1) + 1 = 2
Dog on Khadi - (1d20+4, 1d8+1)
1d20+4 : (6) + 4 = 10
1d8+1 : (5) + 1 = 6
I think this fight is taking longer than it should. I will solve it NOW!
Jaware shots an Arrow on each head. The head that was hit with the arrow carrying the frost spell freezes and breaks in little pieces as it hits the floor.
Rolls
Longbow attack (Deadly Aim) - (1d20+4)
(19) + 4 = 23
Longbow Attack (Deadly Aim and Spell strike - (1d20+4) - (1d20+4)
(13) + 4 = 17
Longbow dmg (with Deadly Aim) - (1d8+2)
(4) + 2 = 6
Londbow Dmg (Deadly Aim) + Ray of frost - (1d8+2, 1d3)
1d8+2 : (5) + 2 = 7
1d3 : (3) = 3
He huffs and looks around, jist in case there is more danger. Once satisfied, he sheathes his weapon and moves to look atound the small outbuilding the beast was hiding within.
Rolls
Perception - (1d20+9)
(5) + 9 = 14
Combat is over.
As the dog falls, you see that it's body is covered in small worms, including a bunch that live in its mouth near it's saliva glands. The Death Dog did not seem to suffer for this, however, as it otherwise appeared strong and fit.
Definitely this one, in the last one Tabat was late and we were almost defeated by a door. He was the only one with a crowbar and we barely had the strength to move the stone that locked the tomb. Even Bernard had to help.
He thhen locates the golds and silvers left there by the dog. "Look! Our prototype-hydra friend has left a present for us." He starts collecting them but in the middle of it something comes into his mind. "Wait. We didn't discuss how to distribute the loot. At least I didn't. Everybody gets their equal piece, right?"
Tabat heads north to explore the feature between the outbuildings.
"Yeah, we all share. Pick up what you can carry - we'll trust that when we get back, we'll lump everything together, figure out what we're selling, and split the profits as evenly as we can. If you find something you can use to, you know, keep us alive longer, you're probably good to use it."
The table provides shade underneath, but there is nothing on it. As Tabat looks underneath...
Rolls
Secret Roll
Rolls
Dexterity check - (1d20+3)
(5) + 3 = 8
This counts as Abenor's and the asp's turns. The rest of you can act. The asp has partial cover from the stone table if you want attack it.
Rolls
Handle Animal - (1d20+7)
(1) + 7 = 8
"I hate snakes! Damn servants of Set", Jaware curses and spits on the floor.
One is a small granary with a domed roof and a small door in the front sits against the north wall of the compound.
The other appears to be a residence, with some bones visible in the back room.
Rolls
Secret Roll
All of you go before the Scarab Swarm, even Abenor who's +3 bonus bests it's +0 initiative bonus (tie going to the higher bonus)
Rolls
Initiative (Swarm, Tabat, Khadi, Jaware, Iseret, Abenor) - (6d20)
(514106162) = 53
Rolls
Ranged Touch Attack - (1d20+1)
(6) + 1 = 7
Damage (if direct hit; otherwise 1 dmg if within splash range) - (1d6)
(5) = 5
Freeze, bugs!
Rolls
Snowball ranged touch attack - (1d20+4)
(13) + 4 = 17
Snowball DMG - (2d6)
(21) = 3
Rolls
Fortitude DC14 - (1d20+5)
(6) + 5 = 11
At no response from the amulet she yells over to rest. 'Close the door before they all get out! Then maybe we can stomp on the rest'
Rolls
Attack Roll (without Power Attack) - (1d20+5)
(15) + 5 = 20
Abenor had attempted Aid another.
Iseret and Khadi are using their words.
The swarm exits the granary. The stench of rot and foul airs covers you as the thousand of beetles scurry over you, biting and scratching.
In addition, a scarab shield can protect its wielder from swarms. If a mindless swarm attempts to enter the wielder’s space, the swarm must attempt a DC 11 Will save. If the save succeeds, the swarm can enter the wielder’s space and attack the wielder normally. If the save fails, the swarm instinctively avoids the space occupied by the wielder, completely ignoring the wielder for 3 rounds. This effect ends if the wielder makes any attacks, but the wielder may use non-attack spells or otherwise act without ending the effect. This ability functions once per day.
Everybody is up again.
Rolls
Who's in range 1: Iseret, 2: Khadi, 3-4: neither - (1d4)
(4) = 4
Swarm damage - (1d6)
(2) = 2
Swarm will save-DC10 - (1d20+1)
(10) + 1 = 11
Rolls
Ranged Touch Attack - (1d20+1)
(20) + 1 = 21
Damage - (1d6)
(5) = 5
Confirm Critical (is that a thing for thrown items?) - (1d20+1)
(6) + 1 = 7
He is out of alchemist's fire flasks now
Rolls
Fort Save - (1d20+8)
(8) + 8 = 16
He casts the spell, steps back and says:
"You know, they're just insects. Guess we can walk away and wait for them to disperse, right?", Jaware asks looking at Abenor.
Jaware has no knowledge of insects or animals, but he saw that Abenor demonstrated some knowledge of the natural world with the snake.
Rolls
Acid splash touch attack - (1d20+5)
(15) + 5 = 20
Acid splash attack - (1d3)
(2) = 2
Rolls
Knowledge (Nature) - (1d20+1)
(11) + 1 = 12
Abenor knows that the insects are likely territorial, so if you get far enough away, they may leave you alone.
They swarm Tabat once more, assuming the rest of you have spread away from him. (Another Fort save if you will), then everyone is up.
Rolls
Damage - (1d6)
(2) = 2
Rolls
Fort Save - (1d20+8)
(15) + 8 = 23
"Damn, bad idea. Get out of here bugs from hell. Go back to where you came from."
Rolls
Acid splash touch attack - (1d20+5)
(5) + 5 = 10
Acid splash dmg - (1d3)
(1) = 1
Combat is over.
Looking inside the granary, you find three skeletons of the scarabs victims, but you're certain that they're fresh. Someone must have tossed them in on the past few weeks.
'These people.. any bones here shouldn't be fresh... unless they are graverobbers, who decided to not stick to the edges like most.' She kneels next to them and starts to speak prayers and death rites.
If they agree, he walks out to the yard and makes several practice swings with the weapon.
The other building to the side has a small curtain to the back room, which has weathered the passage of time.
If they agree, he walks out to the yard and makes several practice swings with the weapon.
Rolls
Intiative rolls Foes then PCs (Ab, Is, Ja, Kh, Ta) - (1d20+6, 5d20)
1d20+6 : (5) + 6 = 11
5d20 : (151131811) = 58
As the skeletons emerge she blinks for a moment processing the attack then grins as she rapidly raises her symbol 'Khepri, let's show them why we are are. Undead, now is the time for you to move on!' As she speaks a burst of energy pulses from the scarab to wash over the skeletons.
Rolls
Channel vs Undead, DC 14, no channel res - (d6+4)
(6) + 4 = 10
Combat is over.
After the passing of millennia, nothing of interest is left here, save the dried skeletons of two house cats.
Edit: So I haven't seen the previous post. We can go ahead and act like Abenor acted a bit slow and attacked air.
Rolls
Attack Roll (with Power Attack) - (1d20+6)
(11) + 6 = 17
Damage roll if hit - (1d6+4)
(3) + 4 = 7
As the adrenaline and thrill begins to fade she once again to go and kneel and the skeletons, whispering prayers that they would find the boneyard and be guided to the right afterlife, now they were free of torment.
"Khadi, thank you for your rites upon their remains. The Old Gods sincerely look upon you with their favor. Nobody would ever be foolish enough to wonder at your value." He nods looks around towards the covered area to the North-West.
The area in the northwest of this wing of the outdoor portion is a pantry, accessible for servants bringing goods from outdoors, but with a door into the kitchen.
The room is empty save for dust, debris, and empty shelves built into the walls.
Rolls
Secret Roll
Rolls
Perception (if needed) - (1d20+5)
(14) + 5 = 19
Rolls
Longbow attack - (1d20+7)
(17) + 7 = 24
Longbow damage - (1d8)
(1) = 1
Rolls
Charge + Power Attack - (1d20+8)
(14) + 8 = 22
Damage - (1d8+4)
(6) + 4 = 10
Rolls
Initiative Foe, Ab, Is, Ja, Kh, Ta - (1d20+2, 5d20)
1d20+2 : (6) + 2 = 8
5d20 : (992718) = 45
Rolls
Attack roll (with PA) - (1d20+4)
(5) + 4 = 9
Danage if hit - (1d6+2)
(3) + 2 = 5
Rolls
Longbow attack (with Deadly Aim) + Ranged Spellstrike (Ray of Frost) - (1d20+4)
(6) + 4 = 10
Longbow damage (with Deadly Aim) + Ray of frost - (1d8+2, 1d3)
1d8+2 : (6) + 2 = 8
1d3 : (1) = 1
Longbow attack (with Deadly Aim) - (1d20+4)
(13) + 4 = 17
Londbow Dmg (Deadly Aim) + Ray of frost - (1d8+2)
(2) + 2 = 4
Jaware threads the needle, firing between the combatants and piercing the creatures brain.
Combat is over.
There is nothing in the pantry worth noting.
You've explored half of the outer compound. You could enter the house now, or go see about the other side of the yard.
Rolls
Perception Check - (1d20+9)
(20) + 9 = 29
Two stone tables sit against the western wall of this room, while a third occupies the southeastern corner. A small, square wooden butcher’s block stands in the northeast corner, now almost collapsing under its own weight. A stone oven sits in the middle of the north wall. A humanoid skeleton lies beneath the northwestern table, surrounded by smashed crockery. A door to the east and an open doorway to the south exit the room.
Rolls
Heal check - (1d20)
(6) = 6
Hieroglyphs and images of fantastic beings cover the walls of this small room. A small stone shrine, dusty and thoroughly defaced, stands against the eastern wall.
South of that room is a stone privy built into one wall of a tiny room, and a stone table with a basin stands against the other wall. A large mirror once hung above the table, but it was shattered ages ago. The floor is covered in broken glass and dead scarab beetles. A headless corpse sits upright on one of the privies.
To the west of the chapel is an open area. A tiled walkway surrounds a square patch of earth and sand in this high atrium. A balcony on the second floor overlooks the courtyard, and a square hole in the ceiling opens to the sky. Four columns in the corners of the atrium support the roof above, and the walls are decorated with symbols and hieroglyphs depicting animals, celestial creatures, and the sun and moon.
"Perhaps the attack had a background of religious conflict..."
He stands, looking around the rest of the room before heading south, once more.
The skeletons stand at attention, armed with broken khopeshes.
Tabat leads forward after everyone indicates their readiness.
Rolls
Channel vs Undead, DC 14, no channel res - (d6+4)
(5) + 4 = 9
...
"Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric."
"Khadi," Tabat says, "You never cease to impress." Craning his neck to look around the corners, he checks to make sure she got them all, then leads the others forward into what appears to be the entry hall. Once inside, he'll try pushing the southern doors open to confirm they lead to where they arrived and would make for a proper exit should they need one.
Second voice: "It's too late! Save yourselves!"
Rolls
Will save - (1d20+1)
(16) + 1 = 17
Rolls
Will Save - (1d20+5)
(13) + 5 = 18
Rolls
Will save - (1d20+3)
(4) + 3 = 7
As the screaming and noises start up again she braces herself.
Rolls
Will save: - (D20+8)
(1) + 8 = 9
Rolls
Will Save - (1d20+2)
(18) + 2 = 20
I think that Khadi might be the only one who would be close and she also made her save, so the others are warned.
A tiled walkway surrounds a square patch of earth and sand in this high atrium. A balcony on the second floor overlooks the courtyard, and a square hole in the ceiling opens to the sky. Four columns in the corners of the atrium support the roof above, and the walls are decorated with symbols and hieroglyphs depicting animals, celestial creatures, and the sun and moon.
A sandstone statue of a beautiful woman stands to one side. She turns to the movement, and says, "Greetings" in common.
The duskwalker is clearly surprised to see something sentient in this place before grinning. 'Of course friend! Sorry if we are intruding, we were not aware there was anyone still living here.'
Rolls
Sense Motive - (d20+3)
(20) + 3 = 23
Rolls
Power Attack - (1d20+6)
(17) + 6 = 23
Damage - (1d10+8)
(1) + 8 = 9
' or we can do that..She not as nice as she looks guys. 'She calls as she grips her spear.
Rolls
Initiative checks: Tabat, Khadi, Jaware, Iseret, Abenor, Foe - (5d20, 1d20+5)
5d20 : (116192015) = 71
1d20+5 : (17) + 5 = 22
Rolls
Short sword attack (+2 if flanking), damage (sneak attack) - (1d20+5, 1d4+1d6)
1d20+5 : (3) + 5 = 8
1d4+1d6 : (1) + (4) = 5
Rolls
Attack, bow with acid splash - (1d20+7, 1d8, 1d3)
1d20+7 : (20) + 7 = 27
1d8 : (6) = 6
1d3 : (2) = 2
Confirm crit - (1d20+7)
(16) + 7 = 23
He takes 7 damage and must make a DC 14 Will save or fall asleep.
Everyone can act again.
Rolls
Slam - (1d20+6, 1d6+3)
1d20+6 : (17) + 6 = 23
1d6+3 : (4) + 3 = 7
Rolls
Will Save (vs DC 14) - (1d20+5)
(7) + 5 = 12
Rolls
Attack roll (with PA) - (1d20+4)
(10) + 4 = 14
Damage if hit - (1d6+2)
(3) + 2 = 5
Rolls
Planes - (d20+7)
(2) + 7 = 9
Rolls
Power Attack - (1d20+6)
(3) + 6 = 9
Damage - (1d10+8)
(6) + 8 = 14
Will Save - (1d20+5)
(2) + 5 = 7
Rolls
Attack (flanking), damage plus sneak attack - (1d20+5+2, 1d4+1d6)
1d20+5+2 : (2) + 7 = 9
1d4+1d6 : (1) + (1) = 2
Rolls
Arrow with acid splash - (1d20+7, 1d8, 1d3)
1d20+7 : (15) + 7 = 22
1d8 : (6) = 6
1d3 : (1) = 1
Everyone in melee with it must also make a DC 14 Will save or fall asleep. If you succeed, you're immune to the effect for 24 hours, and may act. You're all up.
Rolls
Slam vs Tabat - (1d20+6, 1d6+3)
1d20+6 : (10) + 6 = 16
1d6+3 : (5) + 3 = 8
Rolls
Will save - (1d20+2)
(15) + 2 = 17
Attack with Khadi’s bonus and Power Attack - (1d20+5)
(6) + 5 = 11
Damage if hits - (1d6+2)
(2) + 2 = 4
Rolls
Will save - (1d20+1)
(10) + 1 = 11
He takes a quick step to the side so as to put the creature between him and Abenor.
He spins and strikes toward the creature again with as much strength as he can muster.
Rolls
Will Save (vs DC 14) - (1d20+5)
(11) + 5 = 16
Lay on Hands (Self, Swift Action) - (1d6)
(3) = 3
Power Attack - (1d20+9)
(2) + 9 = 11
Damage - (1d10+8)
(3) + 8 = 11
Rolls
First Attack (Arrow with acid splash and Deadly aim) - (1d20+4, 1d8+2, 1d3)
1d20+4 : (18) + 4 = 22
1d8+2 : (6) + 2 = 8
1d3 : (3) = 3
Second Attack (Arrow with Deadly aim) - (1d20+4, 1d8+2)
1d20+4 : (2) + 4 = 6
1d8+2 : (2) + 2 = 4
It pummels at Tabat once more, but seems to be looking shifty, like it might bolt. It hits again. Tabat takes 4 dmg and must make another DC 14 Will save against the touch attack. Everybody is up.
Rolls
Slam - (1d20+6, 1d6+3)
1d20+6 : (15) + 6 = 21
1d6+3 : (1) + 3 = 4
Rolls
Attack - (1d20+5)
(11) + 5 = 16
Damage if hit - (1d6+2)
(3) + 2 = 5
Rolls
Will Save (vs DC 14) - (1d20+5)
(6) + 5 = 11
Rolls
Will - (1d20+5)
(1) + 5 = 6
Power Attack - (1d20+9)
(19) + 9 = 28
Damage - (1d10+8)
(4) + 8 = 12
Confirm Critical - (1d20+9)
(17) + 9 = 26
Crit Damage - (1d10+8)
(5) + 8 = 13
The sandy creature explodes before Tabat's mighty swing, sand flying and scattering everywhere.
'Still good swing, I can half forgive you.' She looks up with a teasing grin.
Tabat uses the handle of the weapon to poke around in the sand - maybe the creature was guarding something useful.
Rolls
Perception - (1d20+1)
(2) + 1 = 3
Rolls
Perception - (d20+3)
(2) + 3 = 5
'Onwards then'
Rolls
Cure light wounds - (D8+2)
(1) + 2 = 3
2 channels - (2D6)
(32) = 5
Tabat points north, "Let's check this way."
Rolls
Perception - (1d20+9)
(2) + 9 = 11
The next room over (to the west on the map) is similar, albeit larger, but the stone table there is enormous, with a fine marble top and running parallel to the west wall. You suspect that you're in the servants dining area, while to the west is the proper one. While there is nothing of interest in the servants room, following your search, magical or otherwise, the larger dining room is a horror show.
Half a dozen human skulls have been set upon the large table. Each skull is polished clean and balances atop a silver goblet standing on a tarnished silver dinner plate.
(There is nothing radiating magic in the larger room, either.)
Rolls
Perception to check the dinner table - (1d20+9)
(13) + 9 = 22
'Someone did this...intentionally. Why? a ritual? an offering to Set or Urgathoa? Or another such deity...Please let me take time to say some rites. '
Rolls
Religion - (d20+10)
(13) + 10 = 23
Heal - (d20+10)
(1) + 10 = 11
Everybody but Khadi acts before the skulls will get their attacks in.
Rolls
Initiative: Ab, Is, Ja, Kh, Ta, foes - (5d20, 1d20+2)
5d20 : (14511417) = 51
1d20+2 : (7) + 2 = 9
Rolls
Attack + Damage - (1d20+7, 1d10+6)
1d20+7 : (6) + 7 = 13
1d10+6 : (6) + 6 = 12
Rolls
Attack - (1d20+8)
(12) + 8 = 20
Damage if hit - (1d6+4)
(6) + 4 = 10
Rolls
Sneak attack with flanking (piercing weapon) - (1d20+5+2, 1d4+1d6)
1d20+5+2 : (13) + 7 = 20
1d4+1d6 : (4) + (2) = 6
The other four swarm Tabat (2 damage).
Khadi is up, then the rest of you again.
Rolls
Swarm attacks - (1d20+2, 1d20+2, 1d20+2, 1d20+2)
1d20+2 : (20) + 2 = 22
1d20+2 : (1) + 2 = 3
1d20+2 : (15) + 2 = 17
1d20+2 : (4) + 2 = 6
Confirm critical - (1d20+2)
(14) + 2 = 16
Damage - (1d2)
(2) = 2
Rolls
Channel vs Undead, DC 14, no channel res - (d6+4)
(1) + 4 = 5
This house seems to be overrun with undead and wraiths.
Rolls
Longbow attack (with Deadly Aim) + Ranged Spellstrike (Ray of Frost) - (1d20+4)
(17) + 4 = 21
Longbow damage (with Deadly Aim) + Ray of Frost - (1d8+2, 1d3)
1d8+2 : (2) + 2 = 4
1d3 : (2) = 2
Longbow attack (with Deadly Aim) - (1d20+4)
(13) + 4 = 17
Longbow dmg (with Deadly Aim) - (1d8+2)
(2) + 2 = 4
Everybody but Khadi can act before they'll do.
Rolls
Damage to Tabat - (1d2)
(1) = 1
Will saves all +2 - (4d20)
(6201818) = 62
Rolls
Sneak attack on skull (piercing weapon) - (1d20+5+2, 1d4+1d6)
1d20+5+2 : (10) + 7 = 17
1d4+1d6 : (2) + (6) = 8
Rolls
Attack - (1d20+8)
(2) + 8 = 10
Damage if hit - (1d6+4)
(4) + 4 = 8
Rolls
Attack and Damage (includes +2 flanking bonus) - (1d20+9, 1d10+6)
1d20+9 : (18) + 9 = 27
1d10+6 : (3) + 6 = 9
Jaware finishes them off with an onslaught of might.
Combat is over.
Tabat is at 18/23 HP
Rolls
Lay on Hands (Self, Swift Action) - (1d6)
(2) = 2
The western side of the estate forms an L-shaped yard mostly given to sand, sun-dried earth, and the ancient husks of dead trees. Stone benches line the walls of the yard, and a large tiled pool sits in the southwest corner, dried and partially filled with sand. You're at the top of a short flight of steps leads between a pair of pillars to a set of stone doors in the west side of the house. At the north end of the yard stands a squat stone building with columns at every corner.
Something huge moves inside a dry tiled pool. An elephant sized centipede scrambles out and darts toward you. It doesn't quite get close enough to attack, so you all can act first before I roll for initiative.
Rolls
Acrobatics - (1d20+10)
(3) + 10 = 13
Sneak Attack - (1d20+5+2, 1d4+1d6)
1d20+5+2 : (20) + 7 = 27
1d4+1d6 : (3) + (5) = 8
Crit Confirm (damage just in case) - (1d20+5+2, 1d4)
1d20+5+2 : (11) + 7 = 18
1d4 : (3) = 3
Rolls
Power Attack (w/ +2 Flanking) - (1d20+8)
(11) + 8 = 19
Damage - (1d8+6)
(5) + 6 = 11
Rolls
Crossbow Hail Khepri - (d20-3, d8)
d20-3 : (11) - 3 = 8
d8 : (6) = 6
Oh :(
Rolls
Acrobatics - (1d20+3)
(14) + 3 = 17
Rolls
Tabat: bite +8 (2d6+7 plus poison) - (1d20+8, 2d6+7)
1d20+8 : (18) + 8 = 26
2d6+7 : (52) + 7 = 14
Abenor: tail slap +3 (1d3 nonlethal plus trip) - (1d20+3, 1d3)
1d20+3 : (8) + 3 = 11
1d3 : (2) = 2
Initiative rolls Ab, Is, Ja, Kh, Ta, Foe - (5d20, 1d20+0)
5d20 : (1191434) = 41
1d20+0 : (4) = 4
Rolls
Power Attack (w/ +2 Flanking) - (1d20+8)
(13) + 8 = 21
Damage - (1d8+6)
(4) + 6 = 10
Rolls
Sneak attack w/flank - (1d20+5+2, 1d4+1d6)
1d20+5+2 : (14) + 7 = 21
1d4+1d6 : (2) + (6) = 8
Combat is over.
He begins to step over to Abenor but the man vaults back up onto his feet with grace. Tabat laughs nervously, "I will do my best to protect you, but I would be a fool not to express my fondness of tactics over feats of daring-do and folly."
He peeks around to see what he can see in the courtyard.
A rectangular stone building sits in the northwest corner of the estate. At each corner stand columns carved to resemble men and women with their arms crossed over their chests. A set of stone doors stands in teh sourther face fo the building, carved with bas-relief faces of two men. Hieroglyps are carved into the doors just beneath the faces.
The two faces are the same as were on the statues outside the outer gate.
The crypt's stone doors are heavy, but open easily. Inside, a wide stairway descends into darkness.
' So, up or down? '
If everyone is in agreement he leads, shield up down the stairs, allowing Iseret ahead to check for traps as needed.
This balcony wraps around a twenty-foot-square opening in the floor, overlooking the inner courtyard below and connecting the rooms of the second floor. Above, a square skylight in the ceiling provides natural light to the ground floor and ventilation for the entire building. To the southwest, six different sets of doors lead off of this balcony.
Rolls
Perception - (D20+3)
(19) + 3 = 22
Rolls
Perception - (1d20+1)
(5) + 1 = 6
Rolls
Perception - (1d20+5)
(6) + 5 = 11
Arcana - (1d20+8)
(4) + 8 = 12
I sense magic emanating from deep within or maybe behind the dresser. I think we should try to move it.
Iseret finds that the bronze chest has a poison dart trap.
Jaware is clearly avid for the treasure.
Rolls
Disable Device - (1d20+9)
(13) + 9 = 22
The chest contains 20 small gold ingots, each bearing a seal, as an old hornets nest. Jaware senses that the magic seems to emanate from within the nest.
Jaware pokes the hornet nest with his rapier, while trying to identify the aura.
Rolls
Arcana - (1d20+8)
(16) + 8 = 24
Also, if anyone wants to identify the seals on the ingots, that would be Knowledge History or Nobility.
Rolls
Knowledge (history) - (1d20+7)
(17) + 7 = 24
Jaware will thoroughly analýze the object.
Rolls
Arcana - (1d20+8)
(16) + 8 = 24
So, it is an magic item to make the wearer more intimidating. In addition, it increases the effect of spells that cause fear. Finally, there is a minor magical effect that prevents your helmet or hat from falling off your head due to wind or some other weather event. It's not of much use to me. If no one wants to, I propose to sell it when we leave.
If nobody stops him from doing so, Tabat heads back out the door they came through and maneuvers to the next closest door, ready to open it once Iseret finds it safe.
The body of a human man lies on its back in the small alcove to the east. Unlike most of the remains in the house, the body is only a year old, and its flesh is in a state of advanced decomposition. The head is missing.
The roving priests stop in front of an ancient mansion. "The House of Pentheru. The Destined Delvers should be within. I'd be wary, however, as there are many hazards in these old places. From the undead to nesting vermin, not to mention traps laid by the former occupants. Be careful, and may Pharasma watch over you both, Archibald Delaney and Skarab." They depart, on their patrol to make sure that the necropolis explorers are behaving appropriately.
Archibald and Skarab stands before the gates.
His skin is more pale gray than it is green, and he has a scar on his face. Despite the intense heat of the environment, he wears layers of clothing. And despite all of that, the most noticeable feature he has are his tusks; not for their size, but for their shine. They glisten in the sunlight, and seem to catch the eyes of those observing.
He mutters some quiet words, and his skin becomes tan, much like a human's skin color.
Rolls
Will Save ( flagbrearer +1 ) - (1d20+3)
(17) + 3 = 20
Knowledge Arcana or Religion - (1d20+7)
(9) + 7 = 16
As she approaches, hopefully with others, she looks at the three making their way in the courtyard and waves, stopping outside the haunt area.
'Are you three okay? Lost?' Her first thoughts are it's another group getting the wrong site before she looks closer. 'Oh wait I remember you guys..'
Her eyes flick back to the other two. The wariness is back in regards to the first one. 'I'm Khadi, guided by Khepri' She taps the scarab beetle around her neck. ' I take it you two were also looking for an alliance? Or do you have other motives being here.'
Assuming the newcomers agree, Tabat leads the group back to the upper floor to the room with the headless body.
"I almost forgot about the headless body. Surely it must be the source of one of the floating skulls we faced downstair. The fact that the body is fresh means that the necromantic power that created the undeads is still active in this house."
'Well if we are all to be a group we should fill you all in. There were definitely undead here. I'd love to say we got them all, but unlikely, especially as something seems to have had a penchant or killing and taking the heads of what I can only assume are tomb robbers. No-one else would have reason to be in the city. Don't mind the wailing voices you set off, its just a haunt. I hope to try and figure out how to lay the spirits of this house to rest once we have cleared it out. ' She gives the newcomers a wink, before heading to follow Tabat.
'Something bad happened here, bad enough the spirits are still restless. There have been haunts, the residents of this house haven't been able to let go of their past, or their moments of death. I am beginning to lose track of the prayers I have said in this place... not to mention there still seems to be *something* killing here. I would ask we try and take it on if we can, rather than let it be free to prey on more people.. even if those people are tomb raiders, no-one deserves to be undead and have their soul condemned. '
She falls silent for a moment before the cheerful demeanour is suddenly back. 'Still we just have to do our best and keep going. Despair doesn't help, and well I came here knowing here would be undead. I can't fight all of them, despite Tabat's praise, nor can I say prayers over every body in this city. Still I can help where I can. '
The headless body carries no valuables, other than a gold wedding ring, inscribed in Osiriani with "To Akar from Panhet, Love Eternal."
There are three other rooms on the top floor, then the crypt below the estate to explore.
Unless there is contradiction amongst the group, Tabat carefully moves to the next unexplored door, allows those more observant than he to clear it of traps, then push the door open.
Rolls
Disable device - (1d20+9)
(3) + 9 = 12
The door isn't trapped, or locked.
A large lacquered desk, now in poor condition, sits in the center of this room. Bookcases stand along the eastern and southwestern walls, sagging as if ready to collapse at any moment. Their shelves have fallen out, and the piles of dust at their bases are all that remains of books and scrolls that failed to survive the long years. The lacquered wooden frames of what might once have been divans stretch along the north and south walls, but their upholstery has disintegrated. The single door in the western wall is the room’s only exit.
Rolls
Perception - (1d20+1)
(14) + 1 = 15
Rolls
Perception - (1d20+2)
(4) + 2 = 6
"The library was most likely for show, evident from the lack of effort to preserve it." he mutters as he begins searching the room for any traps or ancient items he might have missed on first glance.
Rolls
Perception - (1d20+4)
(9) + 4 = 13
Rolls
Perception - (1d20+5)
(3) + 5 = 8
Rolls
Perception - (d20+3)
(8) + 3 = 11
Rolls
Perception - (1d20+4)
(3) + 4 = 7
Rolls
Perception - (1d20+4)
(9) + 4 = 13
Care to move on? There are two rooms remaining upstairs.
Rolls
Disable device - (1d20+9)
(12) + 9 = 21
Rolls
Initiative Foe, Arch, Drak, Ise, Jaw, Khadi, Skar, Tab - (1d20+1, 7d20)
1d20+1 : (1) + 1 = 2
7d20 : (74612415) = 39
Rolls
Acrobatics - (1d20+10)
(7) + 10 = 17
Attack - (1d20+5+2, 1d4)
1d20+5+2 : (1) + 7 = 8
1d4 : (3) = 3
Rolls
Religeon - (d20+10)
(11) + 10 = 21
Channel vs Undead, DC 14, no channel res - (d6)
(3) = 3
I rolled an unmodified d20 for each of you, and compared it to the Foe's roll who had a +1 bonus. It's surprising how often I can just stop there, where the monster rolls so much better or worse, like above, that it's clear all the players will go first. Actually, Khadi only has a +0, if I recall correctly, so since I rolled a 2 for her technically she'd also go on initiative 2 same as the flying head, and there would be some kind of roll-off. So at this point, I'm really just applying the Pathfinder initiative rolls, only I'm only looking up your initiative bonuses after I roll.
The next modification is definitely a departure from the rules as written. Play-by-post is slow enough that resolving each player's actions in strict initiative order would take probably 10 times as long as doing what I do. You act in the order that you post, regardless of your actual initiative results.
Finally, this system results in the following result:
1) Everyone rolls initiative (or I roll for you to speed that up).
2) Those who beat the foe act first.
3) Then the foe acts.
4) Then all the PCs act-- this includes the PCs who act after the foe (the bottom of the first round) and the faster PCs (top of the second round).
5) Then the foe(s) acts, etc.
Drak'wa totally misses and does kind of a ballerina move as he spins on his pivoted foot.
Rolls
Hit - (1d20+2)
(2) + 2 = 4
Damage - (1d4+2)
(4) + 2 = 6
Rolls
Power Attack (w/ +2 Flanking) & Damage - (1d20+8, 1d8+6)
1d20+8 : (19) + 8 = 27
1d8+6 : (1) + 6 = 7
Confirm Crit - (1d20+8)
(9) + 8 = 17
Rolls
Light crossbow attack vs floating skull - (1d20+3, 1d8)
1d20+3 : (16) + 3 = 19
1d8 : (3) = 3
Rolls
Rapier Attack - (1d20+5)
(13) + 5 = 18
Rapier Damage - (1d20+1)
(11) + 1 = 12
Rolls
Rapier Damage - (1d6+1)
(2) + 1 = 3
Khadi's channeling fails to affect the creature as despite its similarity to a flying head, it is not actually undead.
Drak'wa gets into position and harasses it, but doesn't harm it.
Tabat strikes it profoundly, wounding it badly. (14 damage)
Archibald also gets closer and scores a hit. (3 damage)
Jaware and Skarab are still to go.
Combat is over.
Rolls
Bow - (1d20+7, 1d8)
1d20+7 : (11) + 7 = 18
1d8 : (4) = 4
Ray of Frost - (1d20+7, 1d3)
1d20+7 : (6) + 7 = 13
1d3 : (1) = 1
Rolls
Knowledge Check to know the creature (let me know what knowledge would be used to determine) - (1d20)
(20) = 20
Rolls
Planes - (d20+7)
(6) + 7 = 13
Rolls
Perception - (1d20+1)
(18) + 1 = 19
Rolls
Knowledge (local) - (1d20+6)
(3) + 6 = 9
"I should be well equipped to handle that" he exclaims to Tabat. He sheathes his rapier and puts aside the flag
and casts Detect Magic and Read Magic as he handles the scrolls with a delicate touch to examine their contents. After that, he will take out his book and quill to make a sketch of the robe.
He then gestures with his hand to the others, "Drak'wa's right, let's finish up here, then we have a crypt to cleanse."
Also, another Vargouille is waiting and attacks as soon as the door opens. It opens its distended mouth and shrieks.
Please everyone make a DC12 Fortitude save or be paralyzed for 6 rounds.
If you're not paralyzed, you can act before the Vargouille, in whatever order you post.
Rolls
Varg, Arch, Drak, Is, Jaw, Khadi, Skar, Tabat - (1d20+1, 7d20)
1d20+1 : (3) + 1 = 4
7d20 : (151989111920) = 101
Paralysis length - (2d4)
(24) = 6
Rolls
Fort DC12 - (d20+3)
(20) + 3 = 23
Spear - (d20+1, d8-1)
d20+1 : (2) + 1 = 3
d8-1 : (1) - 1 = 0
Rolls
Fort save - (1d20+2)
(6) + 2 = 8
Rolls
Fortitude - (1d20+8)
(2) + 8 = 10
Rolls
Shortsword to hit - (1d20+2)
(14) + 2 = 16
Damage - (1d6+2)
(6) + 2 = 8
Rolls
Fortitude - (1d20+2)
(2) + 2 = 4
Components V, S
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Effect single fist-sized blob of sticky mud
Duration instantaneous
Saving Throw Reflex negates; see text; Spell Resistance no
DESCRIPTION
When you cast this spell, you conjure a single ball of sticky mud and launch it at an enemy’s face as a ranged touch attack. If the mudball hits, the target is blinded. Each round at the beginning of its turn, a creature blinded by this spell can attempt a Reflex saving throw to shake off the mud, ending the effect. The mudball can also be wiped off by the creature affected by it or by a creature adjacent to the creature affected by it as a standard action.
Rolls
Fort save - (1d20+5)
(18) + 5 = 23
Mudball (Ranged touch attack) - (1d20+3)
(11) + 3 = 14
Jaware is up...
Jaware fails his save, and is paralyzed.
The Vargouille shakes off the mud, and flies over to bite Drak'wa... he takes 4 damage and must save vs poison.
Everybody who isn't paralyzed can act.
Rolls
Reflex - (1d20+4)
(11) + 4 = 15
Secret Roll
Secret Roll
Bite - (1d20+5, 1d4)
1d20+5 : (12) + 5 = 17
1d4 : (4) = 4
Jaware fort save - (1d20+4)
(4) + 4 = 8
Rolls
Fortitude save - (1d20+0)
(9) = 9
'Right, this is your two' s audition. Quicker you kill it, quicker I look at Drak. Oi ugly, over here' She starts a series of stabs to draw the creatures attention. She wanted to tend to the suspected poison, but she couldn't give up her position, not when they were struggling.
Rolls
Aid Another - (D20)
(8) = 8
Rolls
Crossbow attack vs vargouille - (1d20+3, 1d8+1)
1d20+3 : (8) + 3 = 11
1d8+1 : (5) + 1 = 6
The Vargouille cackles and tries to bite Skarab... but Skarab is having none of that.
Drak'wa, Khadi, and Skarab are up again.
Rolls
Bite - (1d20+5, 1d4)
1d20+5 : (3) + 5 = 8
1d4 : (3) = 3
Drak'wa is pretty pissed off at this point. "Thanks for poisoning me you filthy floating freak." He slashes again with his shortsword.
Rolls
Shortsword to hit - (1d20+2)
(18) + 2 = 20
Shortsword Damage - (1d6+2)
(3) + 2 = 5
Rolls
Spear attack vs vargouille - (1d20+3, 1d8)
1d20+3 : (14) + 3 = 17
1d8 : (8) = 8
Combat is over.
'Well it doesn't seem to be spreading, just located around the wound. Hopefully you' ll be alright. Yell if you start dying, I need to look at the others'
She runs to Iseret and starts looking at her, mumbling under her breath. 'Please be curable, please be curable.'
Rolls
Heal to investigate poison - (D20+10)
(15) + 10 = 25
Rolls
Perception - (1d20+2)
(10) + 2 = 12
A few minutes searching the room turns up a Small rusted dagger, a handful of marbles, and a small lacquered wooden box. The lacquered box is an ancient board game whose rules have been forgotten over time. Inside the box are several small, carved stone playing pieces. The box functions as the game board. To an Osirionologist, the game is worth 50 gp as a rare antiquity.
This belongs in a museum," Drak'wa declares. þI have got to get this wound healed." he said starring down at it.
Rolls
Channel to Heal - (d6)
(6) = 6
CL - (d20+2)
(18) + 2 = 20
OOC as I feel Drak would at least know who he is as an Osriani native :P
"Let's get all the artifacts and such down to the front gate before he head into the tomb?" he suggests.
He will help carry things as needed, secure them, then will lead everyone through to the entrance of the tomb in the western courtyard.
Khemet III (The Ruby Prince)
Osirion (the region we are in)
For anyone new to the game who hasn't already, I highly recommend you read the free player's guide from Paizo, it should fill you in on a lot of the backstory and context, as well (though I assume you all probably already did that, never hurts to mention).
Player's Guide
Skarab cleans his spearhead in the sand, then wipes it off with the bottom skirt of his clothing prior to placing it back in its holder.
He then gathers his light crossbow, cleans it out, and loads it, ready for another enemy lurking to hurt him or his companions.
' Anyway, there is a tomb with our name on it isn't there? '
"Indeed," Tabat says with a firm nod at Khadi. "Here it is," he points to the doors standing at the north end of the western courtyard. He approaches and lets others clear it of traps before placing his hands upon the doors and offering a firm shove to push them open.
A rectangular stone building sits in the northwest corner of the estate. At each corner stand columns carved to resemble men and women with their arms crossed over their chests. A set of stone doors stands in the southern face of the building, carved with bas-relief faces of two men. Hieroglyphs are carved into the doors just beneath the faces. The faces on the doors are of Pentheru the Elder and Pentheru the Younger and match the faces on the statues outside the property. Two of the building’s four columns also depict the two men. The other two columns depict women: the wives of father and son. The Ancient Osiriani hieroglyphs identify the building as the "crypt of the House of Pentheru" and warn, "May defilers be cursed by the gods until their day of judgment." The crypt’s stone doors are heavy, but open easily. Inside, a wide stairway descends 15 feet to ...
... a stone altar sits upon a raised stone platform in the center of this square room. Caryatid columns carved in the likenesses of male and female figures with their arms crossed over their chests and khopeshes or ankhs in their hands stand at each corner of the platform. Empty torch holders are built in all four of the room’s corners. Two stairways exit the room— one climbs to the south (the entrance you came down), while the other descends from this chamber to the north.
This room is a shrine to Pharasma, where the family could come to pray for their deceased loved ones. The goddess’s spiral symbol is carved into the top of the altar, recognizable easily. The shrine has seen much in the way of violence, however.
Rolls
Disable device - (1d20+9)
(9) + 9 = 18
Archibald and Tabat lose initiative, Khadi ties (ties go to the player in my thinking).
So 1) Drak'wa, Iseret, Jaware, Khadi, and Skarab are all up in whatever order you post. 2) Followed by the creature, then 3) Archibald and Tabat.
Rolls
Initiative Foe, Arch, Drak, Ise, Jaw, Khadi, Skar, Tab - (1d20+3, 7d20)
1d20+3 : (6) + 3 = 9
7d20 : (1101916961) = 62
Rolls
Sneak attack plus flanking - (1d20+5+2, 1d4+1d6)
1d20+5+2 : (13) + 7 = 20
1d4+1d6 : (2) + (4) = 6
Rolls
Religion - (D20+10)
(7) + 10 = 17
Channel vs Undead - (D6+4)
(3) + 4 = 7
Khadi's channeling fails to do anything. Another fake undead, this is a planar creature.
Rolls
Iseret reflex save - (1d20+8)
(17) + 8 = 25
Rolls
Hit - (1d20+2)
(14) + 2 = 16
Shortsword Damage - (1d6+2)
(5) + 2 = 7
Sneak attack - (1d20+2)
(15) + 2 = 17
Sneak attack damage - (1d6)
(2) = 2
For positioning, the big thing is to read others posts, and see where the yare saying they are. Quite frequently if I step Khadi into melee its as I'm moving her with both actions she can get around the back of enemies while staying away from AoO's. For example in the last fight I did have her in a position that could be taken advantage of :P Also in the first round if you are actin before enemies you are normally safe to run around a bit as they are flatfooted, and when they are flat footed you will get sneak attack. (Normally). So yeah you hopefully hit an did 9 damage.
For example, in Iseret in her post said she'd move to flanking position, then strike when it was flanking. While that isn't really something that you can do in Pathfinder with the Rules as Written, splitting a move and a attack around another persons actions, it totally makes sense from a fiction perspective. So I'd consider that Iseret and Drak'wa basically moved and surrounded it on both sides and struck at the same time, giving each other flanking for their sneak attacks.
Damage: 5, DR: 5/-
Rolls
Drak'wa Reflex save DC 12 - (1d20+3)
(2) + 3 = 5
Jaware and Skarab are up.
Rolls
Crossbow attack vs. wrapped creature - (1d20+3, 1d8)
1d20+3 : (15) + 3 = 18
1d8 : (6) = 6
Damage: 9 (max 30), DR: 5/-
The creature flails about as you surround it. Skarab is not twice for 8 damage total.
Everybody is up.
Rolls
1d20+7,1d20+7 - (1d8, 1d3)
1d8 : (4) = 4
1d3 : (1) = 1
Attack rolls - (1d20+7, 1d20+7)
1d20+7 : (3) + 7 = 10
1d20+7 : (6) + 7 = 13
SR check - (1d20)
(3) = 3
Attacks - (1d20+6, 1d20+6, 1d6+2, 1d6+2, 1d4, 1d4)
1d20+6 : (12) + 6 = 18
1d20+6 : (16) + 6 = 22
1d6+2 : (2) + 2 = 4
1d6+2 : (2) + 2 = 4
1d4 : (1) = 1
1d4 : (1) = 1
Rolls
Attack (flanking), damage plus sneak attack - (1d20+5+2, 1d4+1d6)
1d20+5+2 : (6) + 7 = 13
1d4+1d6 : (4) + (6) = 10
Rolls
Crossbow - (D20-1, d8+2)
D20-1 : (10) - 1 = 9
d8+2 : (1) + 2 = 3
Knowledge planes - (D20+7)
(19) + 7 = 26
Rolls
Power Attack (w/ +2 flanking, +1 banner) - (1d20+9)
(18) + 9 = 27
Damage - (1d8+7)
(5) + 7 = 12
Meanwhile, Tabat gets in the action and hits it hard. Iseret does not.
Damage: 16 (max 30), DR: 5/-
Rolls
Tabat Reflex TN12 - (1d20+4)
(18) + 4 = 22
Rolls
To hit flanking & sneak - (1d20+2+2)
(5) + 4 = 9
Short sword - (1d6+2+1d6)
(3) + (5) + 2 = 10
Rolls
Rapier Risky Maneuver - (1d20+4)
(15) + 4 = 19
Damage - (1d6+3)
(6) + 3 = 9
Jaware fires his bow, and follows it up with a casting, channeling his cantrip trough another shot. The acid ball strikes it, and does more damage.
Damage: 23 (max 30), DR: 5/-
The creature, turns to Tabat and grabs at him... slamming with its heavy limbs (Tabat takes 5 damage).
You're all up again.
Rolls
Adding Reflex save for Drak'wa, DC 12 - (1d20+3)
(14) + 3 = 17
Jaware - (1d20+8, 1d20+8, 1d8+1, 1d3)
1d20+8 : (2) + 8 = 10
1d20+8 : (11) + 8 = 19
1d8+1 : (5) + 1 = 6
1d3 : (3) = 3
Attack Tabat - (1d20+6, 1d20+6, 1d8+2, 1d8+2)
1d20+6 : (4) + 6 = 10
1d20+6 : (15) + 6 = 21
1d8+2 : (6) + 2 = 8
1d8+2 : (3) + 2 = 5
Rolls
Skateboard crossbow attack vs creature - (1d20+3+1, 1d8+1)
1d20+3+1 : (18) + 4 = 22
1d8+1 : (7) + 1 = 8
Edit: Forgot the banner bonuses, so please add 1 to each of these.
Rolls
Crossbow attack plus flanking and sneak attack and banner - (1d20+5, 1d6+1d6)
1d20+5 : (15) + 5 = 20
1d6+1d6 : (5) + (5) = 10
Combat is over.
Tabat listens to the others while make s a circuit of the room, looking for any other passages or any items of value.
He looks around at this friends for the most grievously wounded one, and says, "Let me heal you."
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.
Rolls
Cure Light Wounds (healing to most wounded party member) - (1d8+2)
(1) + 2 = 3
Take the healing, Tabat.
Rolls
Channel - (D6)
(2) = 2
Rolls
Secret Roll
The air in this chamber is cool. The walls and ceilings are tiled with stone, but the floor is hard-packed earth, giving the area an unfinished quality. A long stone table rests against the western wall, flanked by two large brass urns. A flight of steps ascends to the south (that you came down), while two passages lead north and east out of the room.
As you enter the room, a mess of undead house cats swarms up from the passage down and attack.
Everybody can act first, other than Khadi.
Rolls
Initiative Cats, Ar, Dr, Is, Ja, Kh, Sk, Ta - (1d20+3, 7d20)
1d20+3 : (8) + 3 = 11
7d20 : (111418731319) = 85
Also, if this is a true swarm I think the shield forces them to pass a Will DC 11 check if they want to enter my space.
Rolls
Power Attack (w/ +1 if undead, w/ +1 from banner) - (1d20+8)
(5) + 8 = 13
Damage (w/ +2 from power attack, +1 from banner) - (1d8+7)
(5) + 7 = 12
Rolls
Channel vs Undead, DC 14, no channel res - (d6+4)
(2) + 4 = 6
Rolls
Skarab's crossbow attack at cats (if they are undead, I get a +1 to damage, otherwise ignore) - (1d20+3, 1d8+1)
1d20+3 : (6) + 3 = 9
1d8+1 : (3) + 1 = 4
Rolls
Rapier attack - risky maneuver - (1d20+4)
(15) + 4 = 19
Rapier damage - (1d6+3)
(2) + 3 = 5
Tabat hits, crushing a number of cats (6 damage).
Skarab stabs and missing anything vital.
Archibald stabs a few (2 damage).
Iseret watches.
Jaware shoots and casts... (4 damage total)
Khadi's initiative is after the swarm, at which point I'll process the Channeling.
Rolls
Jaware attack, damage, Ray of Frost damage - (1d20+8, 1d20+8, 1d8+1, 1d3)
1d20+8 : (12) + 8 = 20
1d20+8 : (9) + 8 = 17
1d8+1 : (2) + 1 = 3
1d3 : (3) = 3
Combat is over.
Rolls
Attack, short sword - (1d20+4, 1d6+2)
1d20+4 : (20) + 4 = 24
1d6+2 : (6) + 2 = 8
Will save - (1d20)
(7) = 7
AOO Drak'wa - (1d20+4, 1d6+2)
1d20+4 : (1) + 4 = 5
1d6+2 : (5) + 2 = 7
Swarm damage - (1d6)
(4) = 4
Fortitude saves - (1d20, 1d20)
1d20 : (20) = 20
1d20 : (19) = 19
'You managed to miss the sand outsider earlier as well. This house definitely has some secrets. '
A stone sarcophagus rests atop a stone platform occupying the southern end of this room. The lid of the sarcophagus bears the likeness of a man (similar to one of the statues at the front gates of the estate) and is inlaid with gemstones and trimmed in gold. Two lacquered benches run parallel to the east and west walls just north of the platform. Hieroglyphs line the walls of the chamber, and stone torch holders are set in all four corners.
This is the tomb of Pentheru the Younger, the only member of the family to be interred in the family crypt, where he has rested, undisturbed, for over 2 millennia. The hieroglyphs on the walls tell the story of Pentheru the Younger in Ancient Osiriani, starting with the elevation of his father Pentheru the Elder to nobility, his subsequent death, and Pentheru the Younger’s inheritance of his father’s title and lands. The story boasts of their prosperity and success as land managers, the justness with which the family lived their lives, and the care with which they treated their slaves and servants. The text calls upon the gods to smile upon Pentheru the Younger and bless him with a good and just life in the Great Beyond.
Everyone make a Will save please.
Nothing dire. It's a DC 13 Fear based roll. If you fail, you're frightened for 1d3 rounds, otherwise only Shaken for 1 round. After that all wears off the dungeon is clear!
Inside the sarcophagus...
Alongside Pentheru’s mummified body inside the sarcophagus is a small cat mummy, a mummified guardian (magical).
Besides the mummified guardian, the sarcophagus also contains Pentheru’s gold funerary mask, worth 150 gp, and a gold-and-turquoise scarab pendent worth 50 gp. In addition, several small semiprecious stones worth a total of 40 gp can be pried off of the sarcophagus. If the gold trim is salvaged from the sarcophagus, it is worth an additional 10 gp.
Rolls
Will Save - (1d20+5)
(8) + 5 = 13
Rolls
Iseret Will save - (1d20+1)
(13) + 1 = 14
He decides that detecting magic would be a good idea here.
Component: V, S
Range: 60 ft.
Area: cone-shaped emanation
Duration: concentration, up to 1 min./level (D)
Saving Throw: none; Spell Resistance no
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Detect magic can be made permanent with a permanency spell.
Full spell text here...
Rolls
Will Save - (1d20+6)
(12) + 6 = 18
Rolls
Will save - (1d20+3)
(3) + 3 = 6
Rolls
Spellcraft - (1d20+6)
(9) + 6 = 15
Rolls
Spellcraft check - (1d20+3)
(13) + 3 = 16
Congratulations, you advance to Level 3!
Rolls
Diplomacy (Gather Information) - (1d20+7)
(4) + 7 = 11
Time for Gathering Information (1d4 hours) - (1d4)
(3) = 3
Once he is back in his room, prior to heading down to the Tooth and Hookah, he excitedly casts Scrivener's Chant to make a copy of his notes in a sturdy book which he keeps in his room.
"I believe you may have just saved me quite a bit of time. Have I mentioned how glad I am to have you aboard?"